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市場調查報告書

韓國的線上遊戲市場

Online Games Market in Korea

出版商 Pearl Research
出版日期 2010年08月 商品編碼 126467
內容資訊 英文 60 Pages
價格
本報告書已不再販售

本報告已在2011年08月17日停止出版。

更改為出版

Online Games Market in Korea
出版日期 : 2011年08月
商品編碼: 208511

簡介

本報告,調查分析韓國線上遊戲市場的現狀與展望,並彙整韓國的網路使用動向、線上遊戲平台的7年預測、市場成長促進因子/阻礙因子、主要企業的分析等,由下列摘要形式闡述。

報告摘要

網路使用

  • 網路使用
  • 使用模式
  • 網路使用的理由
  • 網路購物
  • SNS使用
  • PC・遊戲機的普及

主要重點

市場預測

成長牽引因子

成長阻礙因子

線上遊戲獨自的特徵

主要的線上遊戲

遊戲入口網站

韓國的主要遊戲營運商

  • CJ INTERNET
  • NEOWIZ
  • NEXON
  • NCSOFT
  • NHN
  • GRAVITY

軟體的違法拷貝

收費・付款方式

圖表

目錄

Abstract

Online Games Market in Korea Forecasted to Exceed $2 Billion in 2011, according to Pearl Research.

Leading market research and consulting firm Pearl Research is pleased to announce the release of its new “Online Games Market in Korea” study.

Highlights from Pearl Research' s new “Online Games Market in Korea” study:

  • Three of the top five game operators in Korea grew their revenues more than 50% in 2009, a notable achievement.
  • Korean game companies have prioritized establishing international operations with the United States, Europe, Japan and China as the leading target markets. Game operator Nexon announced for the first time, non-Korean contributions accounted for the majority of its global revenue of 703.6 billion won ($585 million) in 2009. NHN expanded its business in the United States in 2007 and its US revenues rose more than 50% in 2009. Neowiz' s overseas revenues, which consists of licensing and revenues from international, was the biggest growth segment for the company, with sales for that segment rising 526% to 62.1 billion KRW ($52 million).
  • Companies are experimenting with new business models including micro-transactions in MMORPGs that already also charge a subscription fee. It remains to be seen if this hybrid model will be accepted by consumers and spread to other countries.
  • The excitement and publicity from the World Cup series held in South Africa in July 2010, helped EA' s FIFA Online 2 temporarily capture the top online game ranking at Internet cafes. Other top online games include NCsoft' s Aion and Lineage series, CJ Internet' s Sudden Attack, Nexon' s Dungeon and Fighter and Blizzard' s World of Warcraft.
  • South Korea has one of the highest Internet and personal computer (PC) usage rates worldwide at 80%, making it a robust market for PC-based games. In 2010 and beyond, Pearl Research believes the release of several high-profile titles including Starcraft II will contribute to an expansion of the games market in Korea. Both MMORPG and casual game forecasts are provided in the study.

While South Korea has a robust online games market, critical challenges include a glut of content on the market, increasing government scrutiny; and rising development costs.

The “Online Games Market in Korea” report provides an in-depth analysis of the Korean online games market and contains an executive summary; seven years of forecasts for the online games platforms; inhibitors and drivers to growth; deep marketplace analysis; discussion of key market players, and strategic conclusions.

Table of Contents

METHODOLOGY

EXECUTIVE SUMMARY

INTERNET USAGE

  • Internet Usage
  • Usage Patterns
  • Reasons for using Internet
  • Internet Shopping
  • SNS Usage
  • PC and Console Penetration

KEY HIGHLIGHTS

MARKET FORECASTS

DRIVERS TO GROWTH

INHIBITORS TO GROWTH

UNIQUE CHARACTERISTICS OF ONLINE GAMES

TOP ONLINE GAMES

GAME PORTALS

KOREAN GAME OPERATORS

CJ INTERNET

NEOWIZ

NEXON

NCSOFT

NHN

GRAVITY

SOFTWARE PIRACY

BILLING AND PAYMENT METHODS

TABLE OF FIGURES

  • Figure 1: Key Country Metrics
  • Figure 2: Internet Usage Rate by Age (Rounded %)
  • Figure 3: Internet Users by Age (in millions)
  • Figure 4: Purposes of Using Internet (multiple responses, %)
  • Figure 5: Internet Shopping Usage (ages 12 and over)
  • Figure 6: Purchase Items by Internet Shopping (multiple responses)
  • Figure 7: SNS Usage by Gender and Age, in Percentages
  • Figure 8: SNS Usage Rate by Gender and Age (Rounded by %)
  • Figure 9: Daily Average SNS Usage Time by Type (minutes)-SNS user by type
  • Figure 10: Households with Information Devices (multiple responses)
  • Figure 11: The Rate of Households with (Wired) Internet Access
  • Figure 12: (Wired) Internet Access Type of Households (multiple responses)
  • Figure 13: Online Games Market Forecast 2008-2014 Graph, KRW (billions)
  • Figure 14: Online Games Market Forecast 2008-2014 Data Table, KRW (billions) and USD
  • Figure 15: Top Online Games at Internet Cafes
  • Figure 16: Top Internet Sites in Korea (Unique Visitors, Reach)
  • Figure 17: Top Game Sites by Visitors
  • Figure 18: Top Game Application by Unique Users
  • Figure 19: Comparison of Korea' s Top Four Game Operators (KRW, billions)
  • Figure 20: Revenues and Net Income of Top Korean Game Operators
  • Figure 21: Netmarble Metrics: Unique Visitors, Paying Customers, ARPU
  • Figure 22: Upcoming titles from CJ Internet
  • Figure 23: Screenshot of Prius Online
  • Figure 24: Slugger Website
  • Figure 25: Neowiz Revenues By Segment, 2009
  • Figure 26: Neowiz' s Revenues and Net Income 2001 to 2009 ($US)
  • Figure 27: Pmang Metrics: Monthly Visitors, ARPU, Peak Concurrent Users
  • Figure 28: Pmang Web site
  • Figure 29: NCSoft Quarterly Revenues
  • Figure 30: Revenues by Title
  • Figure 31: NCsoft Q4 2008 Revenue Mix by Geography
  • Figure 32: Screenshots from Lineage 3
  • Figure 33: Search Engine Market Share Korea
  • Figure 34: Screenshot of Hangame
  • Figure 35: 2010 NHN Game Lineup
  • Figure 36: NHN International Game Revenues
  • Figure 37: Screenshot of new titles by NHN
  • Figure 38: Screenshots from Ragnarok II Online
  • Figure 39: Piracy Software Rates in South Korea
  • Figure 40: Payment Methods for Internet Content, market share (%)

Press Release

韓國線上遊戲市場2011年時將突破20億美元

2010年09月02日

Global Information, Inc.已開始銷售美國市場調查公司Pearl Research所發行的報告書「Online Games Market in Korea (韓國的線上遊戲市場)」

韓國是全球網路•PC利用率最高的國家之一。現在PC•網路利用率以80%的水準推移,韓國是PC基本遊戲理想且有活力的市場。2010年及之後,以星際爭霸2(Starcraft II)等知名度高的標題發售,對韓國遊戲市場的擴大頗有貢獻。

另一方面,韓國遊戲企業以歐洲、日本、美國及中國等主要市場為目標,重點在設置國際電腦遊戲公司。進入全球主要市場,是促進韓國遊戲企業成長的策略性計劃。例如,電腦遊戲公司Nexon宣佈,第一次韓國以外地區佔了2009年全球收益5億8500萬美元的過半數。而且2009年NHN在美國的收益也增加了50%以上。

該報告中,又加上有關韓國線上遊戲市場的詳細分析,提供成長促進因素•阻礙因素、進入市場的主要企業、及策略性的重點。此外,亦提供有關線上遊戲平台7年的預測。

此報告對繳會費能給許多人同時參加型的線上RPG(MMORPG)小額付費等、想在線上遊戲產業嘗試新商務模式的企業來說,是非常有用的東西。

該報告主要的調查項目:

  • 韓國網路的利用類型及PC•遊戲機的普及率
  • 預測韓國線上遊戲市場
  • 主要的線上遊戲
  • 主要的促進成長因素及阻礙因素
  • 海盜版軟體
  • 線上遊戲獨特的特徵
  • 韓國遊戲管裡員
  • 收費及結算方法
  • 遊戲門
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